Player Name:
Andrew
G-Mail:
achance@missouriwestern.edu (This is a Gmail account)
Discord: natural19#5473
Link to Ledger:
EP Ledger
Character Name: Arthur Shane
Alias: Knight Archer (This has history for one of my characters in a game that died)
Race: Human
O.C.C.: Battle Magus
Alignment: Unprincipled (Close to Scrupulous)
XP Level: 3
XP Points: 4,241
Next Level @ XP: 8,481
Sentiments/Non-Humans: They are just like anyone else. Sure, there may be differences physically between races, but deep down anyone capable of making their own decisions is as "Human" as any other "Human".
Sentiments/Coalition: A despicable dictatorship ran by control freaks and zealous human supremacists that also control how much education their people have. The entire government is completely irredeemable. The people, however, are more often than not as much a victim as the peoples their government genocides.
Disposition: Easy-Going
Insanity: TO BE DETERMINED ONCE CHARACTER SHEET IS COMPLETED
ATTRIBUTES
I.Q.: 12
M.E.: 15
M.A.: 10
P.S.: 12
P.P.: 22
P.E.: 15
P.B.: 9
Speed: 9
PHYSICAL DATA
P.P.E.:
Delete if not applicable
I.S.P.:
Delete if not applicable
H.P.:
Delete if not applicable
S.D.C.:
Delete if not applicable
Armor M.D.C.:
Delete if not applicable
Age: 73
Sex: male
Height: 6 ft 5
Weight: 187 lbs
Description:
Be brief here folks, just a few lines at most
Natural Abilities
Perception: 21% (+3% per level)
Charm/Impress:
(P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: none
Max. Encumbrance:
see rules here
Max. Carrying Weight:
Max. Lifting Weight:
Max. Jumping Ability:
see rules here
Special Abilities
1. One with the body:
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The character knows his body; every muscle, nerve and scar. Thus, he or she is keenly aware of injuries, illness, and fatigue, and the full extent of any problem they represent. Every ache, twinge, and impulse tells the Battle Magus about himself. Thus, he can more accurately gauge how long he can perform, what distance he can run, what amount of injury he has sustained, how serious an injury or illness is, how it will affect him, and how soon he needs medical treatment before it becomes life threatening.
Physical Bonuses (in addition to attributes & skills):
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+1D6 to P.S., +2 to P.E., +1 to P.B., +1D6+8 to Spd, +20% to save vs coma and death, +2 to save vs disease and poison. Fatigues at one third the normal rate, can hold his breath twice as long (about 4 minutes) as the average human, has exceptional balance (+10%), and can leap 10% farther.
Combat Bonuses:
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+I attack per melee round at levels 3,6, 10 and 15, +3 on initiative (also see Quick Draw), +2 to disarm, +1 to roll with impact or fall, +2 to pull punch at levels 2, 4, 6, 9, and 13.
2. One with the mind:
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The warrior mage is alert and able to concentrate and stay focused even when all hell is breaking loose around him. It also enables the character to keep his calm, ignore insults (“Words cannot hurt the body and only sting the mind and emotions if one allows it. Hollow words are not worth fighting over. They are empty and meaningless”) and to be tolerant and understanding of others.
Mental Focus & Bonuses:
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Spells, psionic attacks, drugs and disease that cause confusion, dizziness or dull the senses are half as effective (reduce penalties and duration by half). +1 to all aimed and “called shots” regardless of weapon type. +1 to save vs mind control, +1 to save vs possession at levels 1, 3, 5, 7, 9, 11, 13 and 15, and +I to save vs Horror Factor at levels 1, 3, 4, 6,7,8, 10,12, and 14.
4. Master of Weapons:
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As part of their mental and physical training, the Battle Magi are attuned to their weapons, and the use of combat magic is second nature. This affords the following special skills and abilities.
Quick-Draw Initiative (special): (Chose bow and swords)
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Swords, knives, throwing axes/Tomahawks, throwing irons (shurikens, throwing spikes, African throwing irons), throwing sticks (boomerangs and other throwing sticks; typically ID6 S.D.C. damage), handguns, bow and arrow (does not include crossbow) or magical energy blast; pick only two. This is a special P.P. bonus similar to that of the Gunfighter and Gunslinger 0.C.C.s: +1 to initiative for every three P.P. points above 16 (maximum P.P. 30; for a bonus of 5). This means a Battle Mage with a P.P. of 24 is +2 on initiative (plus any other initiative bonuses from skills or magic); if a P.P. of 25 the bonus would be +3, and so on. Remember, the winner of the initiative roll shoots first. This skill combined with W.P. Sharpshooting, makes for a deadly combination. Note: The full bonus applies only to the use of the two types of weapons the character has selected, no others. G.M. Note: A P.P. above 24 should be extremely uncommon, and 25-28 extremely rare; 29 and 30 virtually unheard of.
Paired Weapons: (So he can dual wield swords)
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The weapons selected for quick draw can be used as paired weapons, meaning the character can draw and shoot or throw two simultaneously at the same target, inflicting full damage from both weapons, but counts as one melee attack! Not applicable to magic spell attacks or the bow and arrow. In the alternative, the two-weapon attack can be divided between two drrerent targets visible to the Battle Magus and within his range of peripheral vision. The divided attack counts as one simultaneous melee action against two different foes. The quick-draw initiative bonus still applies, but the shooter must roll two separate times to hit each target (roll to strike for each) and the bonuses to strike each are reduced by half. Note: Parrying is not possible when two items are being used as paired weapons, but the character can dodge (which uses up one of his attacks) and counter.
W.P. Sharpshooting Specialties (2): (Chose spells and bow and arrow so he has the Master Archery skill)
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Bow and arrow or energy rifle, and magic spells involving throwing or firinghlasts. A combination of special expertise and trick shooting with a
particular type of weapon. Includes +I melee attack when using that specific weapon for the entire melee round, shooting bonuses, and trick shooting, which includes:
1. Can fire a traditional two-handed weapon, like a rifle, one handed without penalty (normally the shooter loses all strike bonuses).
2. Can shoot over his shoulder by holding up a mirror and using the reflection to aim; no penalties, keep full bonuses to strike.
3. Accurately shoot while riding a horse or a moving vehicle (normally a wild shot), but strike bonuses are half and a “called”
shot is impossible.
4. Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
5. Dodge, roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties to strike; straight roll of the dice.
6. Ricochet shot! The shooter can bounce bullets, arrows, slings, and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochetshounces off and hits a different second target! Inflicts only one point of damage to the first surface and full damage to the second. Reduce bonuses to strike by half. This can also be done with laser weapons but the ricochetting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot. Particle beams, ion blasters, rail guns, mini-missiles and other types of weapons cannot be used
W.P. Archery (Master) (This replaces W.P. Sharpshooting with the bow, but retains +1 APM with bows)
This skill is not applicable to crossbows, and similar weapons of a mechanical nature.
Movement modifiers no longer apply.
Add 20' to the effective range of the weapon per skill level.
Rate of Fire: As per the character's hand-to-hand attacks per melee.
+1 to strike at levels 1, 2, 4, 6, 8, 10, 12, and 14.
+1 to parry with the bow itself at level 1.
+1 to disarm at levels 2, 5, 10, and 15.
+1 to initiative for characters with a P.P. of 17 or less, +2 for a P.P. of 18 to 23, +3 for a P.P. of 24 to 30, and +4 for a P.P. of 31+.
Critical Strike on natural 19 or 20.
This supplants standard Archery W.P. skills and bonuses, it does not stack with them, though bonuses from W.P. Targeting may still apply and stack as normal.
5. Pilot Automatons. (Willingly forgoes the ability to use Automatons, unless they are hired to defend Dweomer)
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Only Battle Magi with 5th level or greater experience are allowed to pilot an Automaton, typically a Fire Demon or Earth Thunder. In an emergency they may be allowed to pilot any automation except the Colossus, Kilairgh, and Infiltrator.
Spell Knowledge
Spell Strength: (starts at 12 in most cases)
Delete if not applicable
O.C.C. Skills
Skill name--Totaled % (Will make them all compliant at some point)
Demon Lore (+20%)
Speaks and is literate in American (+25%)
Speaks two additional languages of choice (+15%)
Basic Math (+20%)
Boxing
Wrestling
Intelligence (+15%)
Tracking (+20%)
Land Navigation (+15%)
Horsemanship: General (+10%)
Detect Ambush (+10%)
Detect Concealment (+10%)
Camouflage (+10%)
Detect Mines/Traps (+10%)
Acrobatics +10%
Gymnastics +10%
W.P. Sword
W.P. Archery
W.P. Targeting
W.P. Blunt
W.P. Shotguns
W.P. Energy Pistols
Hand to Hand: Martial Arts
O.C.C. Related Skills
Skill name--Totaled %
Climbing +5%
Prowl +5%
Swimming +5%
Advanced Mathematics +10%
Sniper
Secondary Skills
Skill name--Totaled %
Lore: Magic
Lore: Faeries and Creatures of Magic 25%
Lore: D-Bee 25%
Athletics: General
Running
Combat Data
HTH Type: Martial Arts
Number of Attacks: 6 (7 with spells)
Initiative Bonus:
Strike Bonus:
Parry Bonus:
Dodge Bonus:
Auto-Dodge Bonus:
Delete if not applicable
HTH Damage Bonus:
Bonus to Roll w/Punch:
Bonus to Pull a Punch:
Bonus to Disarm:
Other:
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. name--List totaled bonuses from W.P. only
W.P. Sword
W.P. Archery
W.P. Targeting
W.P. Blunt
W.P. Shotguns
W.P. Energy Pistols
Saving Throw Bonuses
Coma/Death:
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):
Horror Factor (varies):
Add others as needed